sdlBindGpuGraphicsPipeline function

void sdlBindGpuGraphicsPipeline(
  1. Pointer<SdlGpuRenderPass> renderPass,
  2. Pointer<SdlGpuGraphicsPipeline> graphicsPipeline
)

Binds a graphics pipeline on a render pass to be used in rendering.

A graphics pipeline must be bound before making any draw calls.

\param render_pass a render pass handle. \param graphics_pipeline the graphics pipeline to bind.

\since This function is available since SDL 3.1.3.

extern SDL_DECLSPEC void SDLCALL SDL_BindGPUGraphicsPipeline( SDL_GPURenderPass *render_pass, SDL_GPUGraphicsPipeline *graphics_pipeline)

Implementation

void sdlBindGpuGraphicsPipeline(Pointer<SdlGpuRenderPass> renderPass,
    Pointer<SdlGpuGraphicsPipeline> graphicsPipeline) {
  final sdlBindGpuGraphicsPipelineLookupFunction = libSdl3.lookupFunction<
          Void Function(Pointer<SdlGpuRenderPass> renderPass,
              Pointer<SdlGpuGraphicsPipeline> graphicsPipeline),
          void Function(Pointer<SdlGpuRenderPass> renderPass,
              Pointer<SdlGpuGraphicsPipeline> graphicsPipeline)>(
      'SDL_BindGPUGraphicsPipeline');
  return sdlBindGpuGraphicsPipelineLookupFunction(renderPass, graphicsPipeline);
}